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My capabilities REFUSE to work. 5 devs checked it and all failed to find a clue.


LordSaad

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Hey there! So I was trying to make my first ever capability, but it gives a null pointer exception every time I try to get the capability of a player ANYWHERE in the mod at ANY time. I even tried to copy the capabilities from another mod byte for byte with no luck.

 

Calling "WizardryCapabilityProvider.get(playerIn);" always returns null anywhere and I try to call it, and yes, I DO register it and attach the capability in the attachCapability event.

 

First off: This is my capability package in my project.

https://github.com/TeamWizardry/Wizardry/tree/master/src/main/java/com/teamwizardry/wizardry/api/capability

(Ignore the bloods package)

 

Second: My registration and attachment of the capabilities to players:

https://github.com/TeamWizardry/Wizardry/blob/master/src/main/java/com/teamwizardry/wizardry/init/ModCapabilities.java

I want to make something clear here, the if statement

`if (!e.getEntity().hasCapability(WizardryCapabilityProvider.wizardryCapability, null)) {`

is passing successfully here.

 

Third: My commonProxy registeration:

https://github.com/TeamWizardry/Wizardry/blob/master/src/main/java/com/teamwizardry/wizardry/common/proxy/CommonProxy.java#L22

 

Fourth: Registration of the eventHandler that attaches the capabilities from the second point:

https://github.com/TeamWizardry/Wizardry/blob/master/src/main/java/com/teamwizardry/wizardry/Wizardry.java#L106

 

And finally, fifth: The packet handler for the message. It is registered in commonProxy in the third point: https://github.com/TeamWizardry/Wizardry/tree/master/src/main/java/com/teamwizardry/wizardry/common/network

 

I've had 5 of my (dev) friends check thoroughly over my code, all of them, including myself, failed to find an error as to why the capabilities always return null anywhere and everywhere. It's a simple null pointer.

 

If anyone can find any error in the code, please tell me.

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VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Because I need that same capability for blocks (haven't coded that part yet)

 

And players can hold capabilities, so it's a perfect solution/usage.

 

I think Lex meant "Why would your capability already be on the player in

AttachCapabilityEvent.Entity

?"

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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Somewhat, my point is if you're getting a null from the player then you need to check if the player is getting you cap set.

Its your mod you have to debug it.

It should be simple enough, use your IDEs breakpoints.

Also ALLLLLWAAAAYYYYYSSS post logs.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

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Ya dude, a quick step into your get function would show you that wizardryCapability was null.

Which means your cap is never registered.

This is basic debugging dude...

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

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Should I call the same line:

CapabilityManager.INSTANCE.register(IWizardryCapability.class, new WizardryCapabilityStorage(), DefaultWizardryCapability.class);

In the clientProxy's preInit as well?

or in the main class's preInit or what?

 

I just tried registering the cap in clientproxy and that crashed, then tried the main class's preinit and that crashed as well. I'm assuming I shouldn't be registering it like that. What must I do?

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